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mirror of https://github.com/godotengine/godot.git synced 2025-11-12 13:20:55 +00:00

Rename Lod Threshold to Mesh Lod Threshold

This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
This commit is contained in:
Hugo Locurcio
2021-12-29 00:10:41 +01:00
parent 28174d531b
commit df09bc38cb
34 changed files with 132 additions and 132 deletions

View File

@@ -528,7 +528,7 @@ public:
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0;
/* DECAL API */
@@ -871,7 +871,7 @@ public:
virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0;
virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0;
virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0;
virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0;